As for Tree saber I don't see it necessary. I see the Mana magic as Dryads version of saber magic, but to activate the swords full power.
Also, am I the only one that wants to get rid of Moon Energy/herbal boost?
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I believe that's a side-effect of someone asking for this: [Run_After_Area_Change}. That Quality_Of_Life patch seems to force an extra button press in order to maintain running after transitioning, but it also forces one in other scenarios. I've seen it myself, but didn't consider it a huge issue, since I can just turn the option off.
Maybe you could test my suspicion by deselecting the Option on another patched ROM? Hope that helps...
I used the Firenado patch, and it doesn't seem to work. The spell menu icon changed and the MP cost changed, but its name is still Explode, and when I use it, the game freezes. Did anyone else experience that?
Does anyone know where the codes are for seeing which equipment nullifies which SE? I'd love to play around with those. And add Mire status immunity.
September 25, 2019, 04:51:30 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I agree that Sleep Flower that has Poison is awesome. So much better to that useless spell.
My final equipment = Cockatrice Cap (for all 3 chars), since that nullifies Petrify. And Faerie Ring, since that nullifies lots of stats. Amulet Ring is unnecessary, since Cockatrice Cap is so much better (you can have em all). But I still keep all the final rings, for the novelty.
Actually, I attached Poison to Dark Force. Because Dark Force animation is long, the poison will do lots of damage BEFORE the Dark Force actually does damage (except when it casts Lv9, in which case, poison does not start). This is the biggest upside to Poison over Engulf. And because the target is stun-locked, you can't do anything while the poison does its thing (unless you switch control to another character, and then use item/spell to cure the victim). Having said that, Sleep Flower already has Poison SE, so I'm still debating. And if you have Faerie Ring equipped, poison won't affect you.
You're right about the Gauntlets from Dark Knights (and Metal Crawlers). But Gauntlet is something you can buy later (and will ultimately sell away at some point). You're not gonna grind for it (nor will you grind for Needle Helm). Watcher Ring (thanks for the correction) is something you keep, just because it has SE protection. You know you do. Ninja Gloves is an issue, but I can't do anything about that (I don't want to mess with the drop items). Regardless, I just personally don't want players to have access to Watcher Ring as early as Sage's cave. Obviously, if you're using that patch to keep only one kind of item, then you can simply keep the original values.
Spikey won't Speed Up your party. The reason Mech Rider uses Speed Up on your party is because he casts Wall on himself (if he's attack by a spell), THEN use Speed Up. Spikey won't do that. He'll use Speed Up on himself. That'll actually work in his favor, since Spikey uses a lot of melee attacks (in fact, Speed Up may make him even tougher). And Speed Up also affects his Fire Breath (since that's counted as melee), so that'll work in his favor too.
Attack Down on Lucent Beam will work great, since the main means of hurting Mana Beast is through melee. Primm will have to use Lunar Boost to cancel that out (using Dispel on your party would cancel out Mana Magic, so that's no good).
You're absolutely right. Fierce Head in the Dark Palace can cast Dark Force LV 5, and Fiend Head in the Fortress can cast it at LV 7. But as with Mimic Box's Lunar Magic, it's possible they don't stay alive long enough for their AI-roulette to select that option.
I only just now remembered, having not played the game that far through while bugtesting and hex-editing. I'm supposed to have tried New Game Plus to give feedback on it to Queue, but that I still haven't done yet.
Lava Wave from the monsters would also be far more dangerous if it caused Petrify, which I think hmsong proposed a while back. Hee hee, yikes...
@Queue Yes, the three Gigaseseses (lol) are indeed flagged as Ghosts. I first found out the hard way when Magic Absorb got reversed on me, back in the Vanilla days.
By the way, I'm curious as to why you think your own [New_Game_Plus] feature needs work to make it "not suck". It seems fine to me... apart from the graphical glitch with the Option Event Message, at the end of a first playthrough ("But time flows like a river... and history <OPTION 1: repeats...> <OPTION 2: then ends...>".
I like what you did there...
Woo, update! Several questions:
2. What's the difference between "Paralyze" (aka mired) and "Balloon", in terms of effects? Mired seem to last shorter time (really short), but other than that, I'm not entirely sure.